Table of Content:
Extended Reality for Everybody The XR Process can be broken down into four major steps: (1) needfinding & brainstorming, (2) storyboarding & prototyping (both (1) and (2) are the focus of the second course in the XR series), (3) development & testing (the focus of this course), and (4) deployment & analytics.
- Intro to AR/VR/MR/XR.
- Design: Design Thinking, Design Ethics, Design Guidelines, Design Jams, Design Critiques.
- Development: The development of XR applications with WebXR, Unity & Unreal.
- Some Ideas.
1. Intro to AR/VR/MR/XR
Coursera - Intro to AR/VR/MR/XR: Technologies, Applications & Issues, Certification link.
- Virtual Reality, Augmented Reality, Mixed Reality.
- Four classes of XR technology: devices, platforms, applications, and tools.
- People – Tasks – Technology: the three main angles used to explore the question of how to use our understanding of people, their tasks, and technical capabilities to design better systems?
- Key issues: social and ethical concerns, accessibility and equity, privacy and security.
XR strategy : knowledge, team, equipment, and users.
- Knowledge: XR applications, technologies, key issues, design principles, and development tools.
- Team: designers, developers, managers, artists, researchers, and entrepreneurs.
- Equipment: smartphones and exploring ways to turn them into AR or VR devices.
- Users: growing.
Cases Study :
2. User Experience & Interaction Design for AR/VR/MR/XR
Coursera - User Experience & Interaction Design for AR/VR/MR/XR, Certification link.
- XR Experiences : (1) Environment (Real; Virtual); (2) 3D Characters (Avatars; 3D models; Data); (3) Interactions (Explicit, Implicit).
- Four major steps: (1) needfinding & brainstorming, (2) storyboarding & prototyping, (3) development & testing, and (4) deployment & analytics.
2.1 Design
Design Process:
graph TD PS["Problem Statement"] CA["Competitive Analysis"] DS["Design Space Analysis"] subgraph PT["Prototypes"] Paper Physical Digital end PS --> PT CA --> PT DS --> PT PT --> MVP["Minimum Viable Product (MVP)"]
Design Thinking : Building empathy with your users.
- Challenge : Build empathy with limited users.
- (1) Empathize; (2) Define (the problem); (3) Ideate; (4) Prototype; (5) Test; (6) Implement.
- Design Keys:
- Problem Statement (Scenarios - Setting, Agents, Goals, Actions, Events).
- “The User” (Personas).
- Competitive Analysis (SWOT)..
- Design Space Analysis (QOC - Questions & Options & Criterion).
- Additional video : 💡 XR Design Theory and Practice for Digital Eyewear 2020
Design Ethics : Ethical and responsible design. About the acquisition and use of personal data.
- Autonomy, Transparency, Safety.
- Ethics Review:
- Define purpose, procedure, and duration.
- Maximize benefits / limit trade-offs.
- Minimize risks.
- Empower participants.
- Design Ethics Review:
- Context & Situation : where is the XR device being used? Who is around the user?
- Sensory Information & Data : What does the XR device see? What kind of data is acquired?
- Processing Pipeline : What happens on-device? What happens in the cloud?
- Data Ownership & Governance : Who owns and manages the data? How is the user informed?
- Design impact:
- Before : set expectations of users for new reality.
- During : balance realism, comfort, safety.
- After : help users transition back to old reality.
Design Guidelines : Best practices and patterns of design. By Vendors (platform driven), By Designers (user oriented), By Practitioners (experience based), By Researchers (empirically derived).
Design Jams : Solving design challenges collaboratively. Mini project plan; Scenarios; Personas; Storyboards; Physical Prototypes; Digital Prototypes.
Design Critiques : Learning from existing interfaces.
- I like … I wish … What if ?
- Evaluation : Usability; Usefulness; Utility; User Acceptance.
2.2 Brainstorming
Brainstorming & Problem framing. Seven Techniques to Help You Innovate
- Ideate–Implement–Inspect–Iterate Design Cycle.
- “Killer-App” Problem / Novelty ≠ Creativity.
- Problem–Promise–Premise Approach. (why important? what is the value proposition? what are your assumptions?)
- Write the Intro First Approach. (problem, obstacle, solution in essence, contribution scientifically)
- Idea Hexagon: a conceptual framework that to navigate through the multifaceted world of invention. How to Think Like an MIT Media Lab Inventor
- Object-Control Design Matrix.
- Threshold & Ceiling in Tool Design. (lower-bound and upper-bound of different tools)
good ideas | bad ideas |
---|---|
* You’re adding a significant new feature to an existing solution * You’re doing a redesign of part of an existing solution * You’re picking one particular aspect of a problem and try a different solution * You’re looking at an existing problem through a new lens |
* You’re just adding a small new feature to an existing solution * You’re trying to make an existing solution “much better” * You’re trying to do what multiple existing solutions do in one new solution * You’re trying to do what nobody else has done before |
2.3 Prototyping
(1) Organizing Sketches into Storyboards. Storyboards organize sketches into sequences to illustrate user flow. Wireframing: blueprint of screen and VR scenes. video playlist
(2) Physical Prototyping, video playlist.
- Paper prototyping: good for thinking through interactions.
- 3D modeling with clay : good for creating the main 3d characters.
- Diorama : good for thinking through proxemics.
- 360 paper prototyping : good for thinking spatially around the user.
(3) Digital Prototyping digital authoring tools to mock up the XR experience with interactions happening in VR or AR. (1) Digital & Immersive Authoring; (2) Web-based development; (3) Cross-platform development; (4) Native development.
Testing Physical and Digital Prototypes
3. Developing AR/VR/MR/XR Apps with WebXR, Unity & Unreal
Coursera - Developing AR/VR/MR/XR Apps with WebXR, Unity & Unreal, Certification link.
- Development Approaches - WebXR, Unity, and Unreal.
- VR Application Development - VR interaction; Object placement. Layers.
- AR Application Development.
- Navigating social and ethical concerns when collecting and processing data about the user’s surroundings.
- Adapting the interactions to a broad range of AR devices including less powerful devices.
- Making the virtual content accessible to users with special needs.
- Special Topics.
4. Some Ideas
- 有时候想要记住一个场景,将它重建并且可以通过VR“回去”。(尤其是曾经的家)
- AR(HUD和眼镜)的对焦问题。